Armature

아마추어

A hierarchy of bones and joints that moves a mesh. A pose change travels through the hierarchy and deforms the bound mesh.

Also known as: ArmatureBone스켈레톤
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bpy — this entry
# 아마추어 본의 실제 포즈를 막대 메시로 읽어 렌더해, 뼈대 계층의 변형을 비교한다.
reset('WORKBENCH')
camera((4.6, -8.0, 4.2), target=(0.7, 0, 1.5), lens=52)
floor()

data = bpy.data.armatures.new('Armature')
rig = bpy.data.objects.new('Armature', data)
bpy.context.scene.collection.objects.link(rig)
bpy.context.view_layer.objects.active = rig
rig.select_set(True)
bpy.ops.object.mode_set(mode='EDIT')
root = data.edit_bones.new('shoulder')
root.head, root.tail = (0, 0, 1.0), (0.8, 0, 1.7)
upper = data.edit_bones.new('upper_arm')
upper.head, upper.tail, upper.parent = root.tail, (1.8, 0, 1.7), root
upper.use_connect = True
fore = data.edit_bones.new('forearm')
fore.head, fore.tail, fore.parent = upper.tail, (2.7, 0, 1.7), upper
fore.use_connect = True
bpy.ops.object.mode_set(mode='OBJECT')
rig.show_in_front = True

rods = {}
for name, color in [('shoulder', CLAY), ('upper_arm', SKY), ('forearm', LIME)]:
    bpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=0.13, depth=1)
    rod = bpy.context.object
    rod.name = name + ' · render proxy'
    for face in rod.data.polygons:
        face.use_smooth = True
    paint(rod, material(name, color))
    rods[name] = rod

def sync_bones():
    bpy.context.view_layer.update()
    evaluated = rig.evaluated_get(bpy.context.evaluated_depsgraph_get())
    for name, rod in rods.items():
        bone = evaluated.pose.bones[name]
        head = evaluated.matrix_world @ bone.matrix.translation
        tail = evaluated.matrix_world @ (bone.matrix @ Vector((0, bone.length, 0)))
        direction = tail - head
        rod.location = (head + tail) * 0.5
        rod.rotation_mode = 'QUATERNION'
        rod.rotation_quaternion = direction.to_track_quat('Z', 'Y')
        rod.scale.z = direction.length

sync_bones()
frame(*rods.values(), margin=1.4)
shoot('rest')

rig.pose.bones['upper_arm'].rotation_mode = 'XYZ'
rig.pose.bones['upper_arm'].rotation_euler.x = math.radians(42)
rig.pose.bones['forearm'].rotation_mode = 'XYZ'
rig.pose.bones['forearm'].rotation_euler.x = math.radians(-68)
sync_bones()
shoot('bend')
Full script — runs as-is in Blender 5.1.1
# armature — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python armature.py -- <출력 폴더>
SLUG = 'armature'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 아마추어 본의 실제 포즈를 막대 메시로 읽어 렌더해, 뼈대 계층의 변형을 비교한다.
reset('WORKBENCH')
camera((4.6, -8.0, 4.2), target=(0.7, 0, 1.5), lens=52)
floor()

data = bpy.data.armatures.new('Armature')
rig = bpy.data.objects.new('Armature', data)
bpy.context.scene.collection.objects.link(rig)
bpy.context.view_layer.objects.active = rig
rig.select_set(True)
bpy.ops.object.mode_set(mode='EDIT')
root = data.edit_bones.new('shoulder')
root.head, root.tail = (0, 0, 1.0), (0.8, 0, 1.7)
upper = data.edit_bones.new('upper_arm')
upper.head, upper.tail, upper.parent = root.tail, (1.8, 0, 1.7), root
upper.use_connect = True
fore = data.edit_bones.new('forearm')
fore.head, fore.tail, fore.parent = upper.tail, (2.7, 0, 1.7), upper
fore.use_connect = True
bpy.ops.object.mode_set(mode='OBJECT')
rig.show_in_front = True

rods = {}
for name, color in [('shoulder', CLAY), ('upper_arm', SKY), ('forearm', LIME)]:
    bpy.ops.mesh.primitive_cylinder_add(vertices=20, radius=0.13, depth=1)
    rod = bpy.context.object
    rod.name = name + ' · render proxy'
    for face in rod.data.polygons:
        face.use_smooth = True
    paint(rod, material(name, color))
    rods[name] = rod

def sync_bones():
    bpy.context.view_layer.update()
    evaluated = rig.evaluated_get(bpy.context.evaluated_depsgraph_get())
    for name, rod in rods.items():
        bone = evaluated.pose.bones[name]
        head = evaluated.matrix_world @ bone.matrix.translation
        tail = evaluated.matrix_world @ (bone.matrix @ Vector((0, bone.length, 0)))
        direction = tail - head
        rod.location = (head + tail) * 0.5
        rod.rotation_mode = 'QUATERNION'
        rod.rotation_quaternion = direction.to_track_quat('Z', 'Y')
        rod.scale.z = direction.length

sync_bones()
frame(*rods.values(), margin=1.4)
shoot('rest')

rig.pose.bones['upper_arm'].rotation_mode = 'XYZ'
rig.pose.bones['upper_arm'].rotation_euler.x = math.radians(42)
rig.pose.bones['forearm'].rotation_mode = 'XYZ'
rig.pose.bones['forearm'].rotation_euler.x = math.radians(-68)
sync_bones()
shoot('bend')

An armature works like the wire skeleton inside a puppet: bones are linked as parents and children to move a character. Add one with Shift+A ▸ Armature in Object Mode, then place each bone's head and tail in Edit Mode. The Outliner lists the Armature object; its structure lives in Armature Data Properties.

In Python, create it with bpy.data.armatures.new() and bpy.data.objects.new(), then add bones through armature.data.edit_bones in Edit Mode. Change poses through pose.bones, and connect the mesh with an Armature modifier and vertex groups. Bones are displayed only in the viewport, not rendered as mesh geometry, so this demo reads their evaluated positions and draws rods for the render.

Bone names must match the mesh's vertex-group names, and a misplaced root can make rotations propagate unexpectedly. The demo compares a neutral armature pose with a bent arm.

When to use

Use it when a character or mechanism has connected parts that need repeatable poses. Plan the bone hierarchy first, then bind the mesh and refine its weights.

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